Water Physical / Metaphysical Law in Schism | World Anvil
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Water

Water is a base classical element that represents fluids, predominantly water itself. Water can be extracted from the para elements: Acid, Arbour, Frost, Fae and Poison.

Manifestation

Essence

A very common form of this element is actual water, however other fluids like alcohol can be manipulated as well as fluids with other elements in it like salt water or even blood. Water magic can also be used to boost the healing process of the physical body by improving hydration and is great for flushing out poisons and infections.  

Enchanting

Water enchantments vary, commonly it is used in armor to increase the healing of minor wounds as well as resistance to poisons, in weapons it is used to add a soaking ability which can hinder the movement of the opposition as well as interfere with other elements. Adding a wetness to armor also has special uses.  

Interactions

Fire

Competing, Fire boils and evaporates Water and Water suffocates and extinguishes Fire.  

Earth

Competing, Water washes away Earth and Earth absorbs Water.  

Air

Opposing, Air evaporates and moves Water but Water gathers in Air and moves Air.  

Order

Harmonising, Order empowers Water by forming currents and Water absorbs Order into its currents.  

Chaos

Harmonising, Chaos empowers Water by forming waves and Water absorbs Chaos into its waves.  

Acid

Competing, Acid pollutes Water and Water dilutes Acid.  

Lava

Competing, Lava boils and evaporates Water and Water conducts Heat.  

Lightning

Harmonising, Lightning is conducted by Water, the more powerful element gains control.  

Light

Competing, Light evaporates Water and Water absorbs Light.  

Shadow

Harmonising, Water generates darkness and can carry Shadow and Shadow helps cool and preserve water.  

Arbour

Competing, similar to Earth.  

Frost

Competing, Frost freezes Water and Water melts Frost.  

Fae

Harmonising, Water nourishes Fae and Fae carries Water.  

Poison

Competing, similar to Acid.  

Phase

Harmonising, both Water and Phase are free flowing where one will carry the other.  

Gravity

Opposing, Water resists Gravity and Gravity moves Water.  

Quake

Competing, Water suppresses Quake and Quake disperses Water.  

Aether

Harmonising, Water carries Aether and Aether purifies Water.  

Nether

Competing, Water washes away Nether and Nether taints Water.  

Void

Competing, Water overwhelms Void and Void absorbs Water.

Localization

Water is a well known classical element across all cultures though some cultures mistake the use of blood magic as water when it is actually better used by Fae, though Water mages can interfere with blood itself, they can't fully use it like Fae mages can. Some cultures refer to this as the Liquid or Torrent element instead.
Type
Metaphysical, Elemental

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